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Stronghold warlords twitter
Stronghold warlords twitter













#STRONGHOLD WARLORDS TWITTER SERIES#

That’s been true of the series as a whole, but Warlords has added a new wrinkle in that you can choose whether to keep your people in line through love or fear. It does a good job of scratching that Tetris-y itch and making long-term planning pay off. You really have to try and picture how everything is going to fit together, on top of building out your defenses to maximize your home field advantage. Decisions like placing your main stockpile close to resource collection areas can have a big effect on the efficiency of your economy, and keeping your people happy later on will partly depend on how many of your buildings are in the radius of temples. And it's not just the availability of natural resources you need to worry about. assuming no one razes it to the ground first. You're going to be turning an open plot of land into an impressive, thriving walled city.

stronghold warlords twitter

Another huge mess there.The biggest, often refreshing difference between a Stronghold game and, say, Warcraft or StarCraft, is in how it pushes you to think about space. It's simpler with the other resources, except clothing. It's a constant chore to try and figure out somewhat optimal food levels, as nothing is clear, it takes differing times for new farms to actually get started, and results are semi-random. From economy to units to campaign missions and difficulty swinging heavily between them.

stronghold warlords twitter

Originally posted by Antiga:It's horrible in so many ways. Some of which are just part of fundamental flaws that seep through the core of the game, and as such will never be addressed, as they are "features". It's enjoyable to an extend, but boy does it have issues. But that's a whole other matter.) or in general design decisions such as the warlords available or which resources you can buy/sell, if any at all. Especially with insane unit/building limits. It's not the only one that has some deep flaws to it, be it in terrain and distances (Maps are TINY. I can excuse that last part, that's just simple mechanics. Yet apparently they all successfully evacuated, including the lord, surrounded by my warriors being hacked away upon. In my last case, before a well deserved Alt + F4, the lord was perhaps 3 seconds at most from dying. Finally, the mission abruptly ends right at the end of the timer, regardless of the situation. They can't be used for offense after the invasion, and you very much need those x-bows. That'd be all your crossbow/bowmen for most people. Then, upon loading a game within this map, units gets stuck on this half finished wall you have no way of demolishing or putting stairs or w/e. Which leaves the question of why this warlord exists at all. However you don't have any build interface. It states you can conquer the nearby warlord for enough stone to finish the fortification.

stronghold warlords twitter

Final straw to this conclusion is one of the final missions in the mongol campaign. I come back on any statement I may have made that may have said that this "Isn't a bad game, just not a good one." It is.

stronghold warlords twitter











Stronghold warlords twitter